Reinforcement Learning
A new convergent variant of Q-learning with linear function approximation
In this work, we identify a novel set of conditions that ensure convergence with probability 1 of Q-learning with linear function approximation, by proposing a two time-scale variation thereof. In the faster time scale, the algorithm features an update similar to that of DQN, where the impact of bootstrapping is attenuated by using a Q-value estimate akin to that of the target network in DQN. The slower time-scale, in turn, can be seen as a modified target network update. We establish the convergence of our algorithm, provide an error bound and discuss our results in light of existing convergence results on reinforcement learning with function approximation. Finally, we illustrate the convergent behavior of our method in domains where standard Q-learning has previously been shown to diverge.
Safety Gymnasium: A Unified Safe Reinforcement Learning Benchmark
Artificial intelligence (AI) systems possess significant potential to drive societal progress. However, their deployment often faces obstacles due to substantial safety concerns. Safe reinforcement learning (SafeRL) emerges as a solution to optimize policies while simultaneously adhering to multiple constraints, thereby addressing the challenge of integrating reinforcement learning in safety-critical scenarios. In this paper, we present an environment suite called Safety-Gymnasium, which encompasses safety-critical tasks in both single and multi-agent scenarios, accepting vector and vision-only input. Additionally, we offer a library of algorithms named Safe Policy Optimization (SafePO), comprising 16 state-of-the-art SafeRL algorithms. This comprehensive library can serve as a validation tool for the research community. By introducing this benchmark, we aim to facilitate the evaluation and comparison of safety performance, thus fostering the development of reinforcement learning for safer, more reliable, and responsible real-world applications. The website of this project can be accessed at https://sites.google.com/view/safety-gymnasium.
Efficient Adversarial Training without Attacking: Worst-Case-Aware Robust Reinforcement Learning
Recent studies reveal that a well-trained deep reinforcement learning (RL) policy can be particularly vulnerable to adversarial perturbations on input observations. Therefore, it is crucial to train RL agents that are robust against any attacks with a bounded budget. Existing robust training methods in deep RL either treat correlated steps separately, ignoring the robustness of long-term rewards, or train the agents and RL-based attacker together, doubling the computational burden and sample complexity of the training process. In this work, we propose a strong and efficient robust training framework for RL, named Worst-case-aware Robust RL (WocaR-RL) that directly estimates and optimizes the worst-case reward of a policy under bounded l_p attacks without requiring extra samples for learning an attacker. Experiments on multiple environments show that WocaR-RL achieves state-of-the-art performance under various strong attacks, and obtains significantly higher training efficiency than prior state-of-the-art robust training methods.
Policy Mirror Descent with Lookahead
Policy Mirror Descent (PMD) stands as a versatile algorithmic framework encompassing several seminal policy gradient algorithms such as natural policy gradient, with connections with state-of-the-art reinforcement learning (RL) algorithms such as TRPO and PPO. PMD can be seen as a soft Policy Iteration algorithm implementing regularized 1-step greedy policy improvement. However, 1-step greedy policies might not be the best choice and recent remarkable empirical successes in RL such as AlphaGo and AlphaZero have demonstrated that greedy approaches with respect to multiple steps outperform their 1-step counterpart. In this work, we propose a new class of PMD algorithms called $h$-PMD which incorporates multi-step greedy policy improvement with lookahead depth $h$ to the PMD update rule. To solve discounted infinite horizon Markov Decision Processes with discount factor $\gamma$, we show that $h$-PMD which generalizes the standard PMD enjoys a faster dimension-free $\gamma^h$-linear convergence rate, contingent on the computation of multi-step greedy policies. We propose an inexact version of $h$-PMD where lookahead action values are estimated. Under a generative model, we establish a sample complexity for $h$-PMD which improves over prior work. Finally, we extend our result to linear function approximation to scale to large state spaces. Under suitable assumptions, our sample complexity only involves dependence on the dimension of the feature map space instead of the state space size.
Inverse Preference Learning: Preference-based RL without a Reward Function
Reward functions are difficult to design and often hard to align with human intent. Preference-based Reinforcement Learning (RL) algorithms address these problems by learning reward functions from human feedback. However, the majority of preference-based RL methods na\ively combine supervised reward models with off-the-shelf RL algorithms. Contemporary approaches have sought to improve performance and query complexity by using larger and more complex reward architectures such as transformers. Instead of using highly complex architectures, we develop a new and parameter-efficient algorithm, Inverse Preference Learning (IPL), specifically designed for learning from offline preference data.
Provably Efficient Causal Reinforcement Learning with Confounded Observational Data
Empowered by neural networks, deep reinforcement learning (DRL) achieves tremendous empirical success. However, DRL requires a large dataset by interacting with the environment, which is unrealistic in critical scenarios such as autonomous driving and personalized medicine. In this paper, we study how to incorporate the dataset collected in the offline setting to improve the sample efficiency in the online setting. To incorporate the observational data, we face two challenges.
Accelerating Quadratic Optimization with Reinforcement Learning
First-order methods for quadratic optimization such as OSQP are widely used for large-scale machine learning and embedded optimal control, where many related problems must be rapidly solved. These methods face two persistent challenges: manual hyperparameter tuning and convergence time to high-accuracy solutions. To address these, we explore how Reinforcement Learning (RL) can learn a policy to tune parameters to accelerate convergence. In experiments with well-known QP benchmarks we find that our RL policy, RLQP, significantly outperforms state-of-the-art QP solvers by up to 3x.
Meta-Reward-Net: Implicitly Differentiable Reward Learning for Preference-based Reinforcement Learning
Setting up a well-designed reward function has been challenging for many reinforcement learning applications. Preference-based reinforcement learning (PbRL) provides a new framework that avoids reward engineering by leveraging human preferences (i.e., preferring apples over oranges) as the reward signal. Therefore, improving the efficacy of data usage for preference data becomes critical. In this work, we propose Meta-Reward-Net (MRN), a data-efficient PbRL framework that incorporates bi-level optimization for both reward and policy learning. The key idea of MRN is to adopt the performance of the Q-function as the learning target. Based on this, MRN learns the Q-function and the policy in the inner level while updating the reward function adaptively according to the performance of the Q-function on the preference data in the outer level. Our experiments on robotic simulated manipulation tasks and locomotion tasks demonstrate that MRN outperforms prior methods in the case of few preference labels and significantly improves data efficiency, achieving state-of-the-art in preference-based RL. Ablation studies further demonstrate that MRN learns a more accurate Q-function compared to prior work and shows obvious advantages when only a small amount of human feedback is available. The source code and videos of this project are released at https://sites.google.com/view/meta-reward-net.
Trading off Utility, Informativeness, and Complexity in Emergent Communication
Emergent communication (EC) research often focuses on optimizing task-specific utility as a driver for communication. However, there is increasing evidence that human languages are shaped by task-general communicative constraints and evolve under pressure to optimize the Information Bottleneck (IB) tradeoff between the informativeness and complexity of the lexicon. Here, we integrate these two approaches by trading off utility, informativeness, and complexity in EC. To this end, we propose Vector-Quantized Variational Information Bottleneck (VQ-VIB), a method for training neural agents to encode inputs into discrete signals embedded in a continuous space. We evaluate our approach in multi-agent reinforcement learning settings and in color reference games and show that: (1) VQ-VIB agents can continuously adapt to changing communicative needs and, in the color domain, align with human languages; (2) the emergent VQ-VIB embedding spaces are semantically meaningful and perceptually grounded; and (3) encouraging informativeness leads to faster convergence rates and improved utility, both in VQ-VIB and in prior neural architectures for symbolic EC, with VQ-VIB achieving higher utility for any given complexity. This work offers a new framework for EC that is grounded in information-theoretic principles that are believed to characterize human language evolution and that may facilitate human-agent interaction.
ColdGANs: Taming Language GANs with Cautious Sampling Strategies
Training regimes based on Maximum Likelihood Estimation (MLE) suffer from known limitations, often leading to poorly generated text sequences that lack of coherence, factualness, and are prone to repetitions. At the root of these limitations is the mismatch between training and inference, i.e. the so-called exposure bias. Another problem lies in considering only the reference text as correct, while in practice several alternative formulations could be as good. Generative Adversarial Networks (GANs) could mitigate those limitations. Nonetheless, the discrete nature of text has hindered their application to language generation: the approaches proposed so far, based on Reinforcement Learning, have been shown to under-perform MLE.